extends PlayerStatusBase

func start() ->void:
	owner.play_animation("running")

# Called when the node enters the scene tree for the first time.
func run_physics_process(delta:float) -> void:
	var collision_info = owner.move_and_collision_info()
	if collision_info.get("was_on_floor") && not collision_info.get("is_on_floor"):
		return change_status("Fall")
		

# Called every frame. 'delta' is the elapsed time since the previous frame.
func run_process(delta: float) -> void:
	if actor.can_jump():
		return change_to_jump()
		
	if owner.can_attack():
		return change_status("Attack1")
		
	if owner.can_sliding():
		return change_status("SlidingStart")
		
	common_velocity(delta)
	
	if owner.velocity.x == 0:
		return change_status("Idle")

